Assisting

When a PC is making a skill check (in or out of a skill challenge) other PCs can try to help him by providing an assist. The assisting PC makes the appropriate skill check at the listed DC and if they succeed then the PC making the primary check gains a +2 bonus. Up to 2 players may assist on a standard skill check.

Skills Descriptions

ACROBATICS (DEXTERITY)
You make an Acrobatics check to accomplish a stunt of agility. It’s a good all-purpose skill for any sort of physical activity that relies more on nimbleness than muscle.

ATHLETICS (STRENGTH)
You make an Athletics check to physically overcome an obstruction. Like Acrobatics, Athletics is a good all-purpose skill that encompasses a variety of tasks relying on your physical might.

CONSPIRACY (INTELLIGENCE)
You make a Conspiracy check to remember useful information about a significant person, organization, or event. Making a Conspiracy check usually doesn’t require an action-either you know the answer or you don’t.

Examples: Remember the basics of a significant event (easy); identify symbols or general goals of a cryptic alliance or other secret organization (moderate); remember the details of a significant event (moderate); remember a story that provides a clue to your current situation (hard).

INSIGHT (WISDOM)
You make an Insight check to discern intent and decipher body language during social interactions. It’s also a useful all-purpose skill for understanding the significance of a puzzling clue. Making an Insight check usually doesn’t require an action.

Examples: See through another creature’s lie (DC set by opponent’s Interaction skill check); gain an advantage in a negotiation (moderate or hard).

INTERACTION (CHARISMA)
You make an Interaction check to influence someone’s opinions or actions, or to gather information in a village, a town, or a city. You don’t usually use Interaction during combat, but if you do, it typically requires a standard action.

Examples: Gather common information; negotiate a deal; talk someone out of attacking you; fast talk a security robot into letting you pass; bully someone into doing what you want. Most Interaction checks use a moderate DC, but if the target is hostile to you, a hard DC is appropriate.

MECHANICS (INTELLIGENCE)
You make a Mechanics check to use, repair, or overcome Ancient machines. You don’t usually use Mechanics during combat, but if you do, it typically requires a standard action.

Examples: Hot-wire a car; pick a padlock; repair an engine; drive a motorcycle; fly a helicopter; jury-rig a new machine from salvaged parts. Most Mechanics DCs are moderate or hard, depending on what you ‘re working on and how badly it’s damaged.

NATURE (WISDOM)
You make a Nature check to identify and cope with the hazards of the natural world. The time required to make a Nature check varies based on the task, from no time at all to a few hours.

Examples: Find food and water for yourself in the wild (moderate); find food and water for a small group in the wild (hard); find your way across trackless terrain (moderate); avoid a hazard such as quicksand or carnivorous plants (moderate or hard).

PERCEPTION (WISDOM)
You make a Perception check to notice clues, spot danger, hear someone sneaking up on you, or find a trap. You usually get to make a Perception check to notice something at the first point you could see it or hear it, but if you want to look around again, another check takes a minor action.

Examples: Find an obvious clue (easy); discover a well-hidden object (moderate); follow a faint set of tracks across stone or metal (hard); eavesdrop on a nearby conversation (easy); hear whispers through a door (hard); notice someone hiding from you (DC is equal to the hiding creature’s Stealth check result).

SCIENCE (INTELLIGENCE)
You make a Science check to remember a fact about physics, geology, mathematics, computer operation, or other areas of Ancient scientific theory. You also use it to identify an unnatural hazard or to operate computerized technology. The time required to make a Science check varies based on the task, from no time at all to a few hours.

Examples: Operate a computer (moderate); identify the effects of radiation on the environment (moderate); defuse a suitcase nuke (hard); hack into a secure network (hard); reprogram an inoperative android (hard).

STEALTH (DEXTERITY)
You make a Stealth check to hide yourself from an observer, both by moving quietly and by staying out of sight.

Examples: Become hidden (make a Stealth check at the end of a move action, using the observer’s Perception check as your DC); move up to your speed while staying hidden (make a new Stealth check with a -5 penalty; move action).
Special: You need superior cover or total concealment to make a Stealth check to become hidden. After that, you need only cover or concealment to remain hidden. If you draw attention to yourself, such as by speaking or attacking, you don’t remain hidden.